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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Fri Jun 10, 2011 8:01 pm 



Joined: 19 May 2011
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i mistyped

yo hwan kim(mistype) - >yo hwan lim(correct)

Oh shit,Oh shit Oh shit... fixed it. sorry


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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Fri Jun 10, 2011 8:31 pm 


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Wow- Darkslategray Rabel is proper proper fantastic and the achievements are the icing on the cake!

hzt wrote:
In X mode you can just hyper > absorb bullets which recharges your hyper > hyper again forever, I think it's broken? I don't know though maybe that is supposed to happen. I don't understand any of these games and as this simply gives me reason to believe I'm sane I'm not worrying about it.

And yeah- now I've twigged that in X Mode the hyper laser actually cancels bullets ,and eats them to fill the gauge, I'm meeting Billybachi every time (but not beaten him yet!)
Is that really how DDP DOJ BLEX works too?
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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Sat Jun 11, 2011 3:38 am 


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mjclark wrote:
Wow- Darkslategray Rabel is proper proper fantastic and the achievements are the icing on the cake!

hzt wrote:
In X mode you can just hyper > absorb bullets which recharges your hyper > hyper again forever, I think it's broken? I don't know though maybe that is supposed to happen. I don't understand any of these games and as this simply gives me reason to believe I'm sane I'm not worrying about it.

And yeah- now I've twigged that in X Mode the hyper laser actually cancels bullets ,and eats them to fill the gauge, I'm meeting Billybachi every time (but not beaten him yet!)
Is that really how DDP DOJ BLEX works too?

Have you seen Gustav's YouTube page? I pointed this out before but he's been posting scoreplay videos of DOJBLEX (cant tell if its PS2 or 360 version) but basically that's all the player does throughout the game AND he gets hitpoints for absorbing bullets so the hitcount literally goes over 9000!

Also, I get away from the internet for two days and all this pops up, amazing! And you and I got special thanks and a spot on the default leaderboard mjclark! Considering Cave only does that for devs and best scoring players, and other companies do it for a message or similar credits I find that amazing to get such recognition! :D
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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Sat Jun 11, 2011 5:17 am 



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Ah shit, I was working on a Menual translation D:
textdumping here




Dodonpachi Daimao - Darkslategray Rabel


- Table of Contents -

1. Story

2. Controls

3. Ship Settings

4. Extend

5. Game Modes

6. ETC

7. Cheats





1. Story

-


2. Controls


Arrow Keys(→←↑↓) - Controls your ship.

Z - Fires missiles (lasers during slow mode).

X - Fires a spread bomb that attacks the whole screen. Uses hypers if one or more is in stock.

SHIFT - Cuts your ship's speed in half.


3. Ship Settings


Ship A

Has a wide attack range. Movement is relatively slower.

Ship B

Has a narrow attack range. Movement is relatively faster.

A Type

Ship's laser attack hitbox increases.

B Type

Ship's shot attack hitbox increases.


4. Extend


Extends are given at 10 million and 1 billion points.


5. Game modes


WHITE - The original DTP DMO. Everything was left untouched.

BLACK - A revised version of WHITE mode for beginners.

X MODE - An arranged, 1-loop mode that introduces bullet canceling during hyper mode.
Enemies fire more bullets. The true last boss BILBACHI appears after defeating Bilryuu.

DEATH RABEL - A 2-loop boss rush mode.


Comparison

-------------------------------------------------------
Mode WHITE BLACK X MODE D-LEVEL

Autobomb X O O X

Hyper Charging Normal Very Fast Fast Normal
Speed

Hyper Duration Normal Very Short Normal Normal

2nd Loop O O X O

Attack Strength Normal Very Strong Normal FFFUUU

-------------------------------------------------------


Recommended Modes for Beginners

1. X MODE
2. BLACK
3. WHITE
4. D-LEVEL



6. ETC


This game was created using GameMaker 8.

Please write a note in the 'Guestbook' section in my blog for bug reports and other issues.

http://marhite.tistory.com

Please do not tamper with the Data.ini file, the game may not run as intended.

Also, please do not open or change the files in the Image folder, unless it's for individual research.
(As an exception, you may change the contents of the Music folder to fit your needs.)

Do not sell or otherwise illegally distribute the images. Using any of the in-game images for your own game is also prohibited.


7. Cheats and other hotkeys


DSGR offers a few in-game cheats for your cheating pleasure.

The cheats are as follows:


Q In-game : Hyper stocks are set to 0

W In-game : Bomb stocks are set to 0

E In-game : Suicide button

5 during the ship selection screen : Plays the SE from Ketsui when inserting a credit. Yup. That's it.

Q during the main menu : Resets all your achivement and scores.

CTRL+ALT+DELETE twice : Cure for cancer is found.

ALT In-game : Pauses the game. Resumes after pressing any key.

F4 : Full screen


The ETC translation might not fully represent Gustav's views.


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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Sat Jun 11, 2011 11:34 am 


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Nice one BLU!
Do you fancy submitting any scores to the hi score thread too?

And check this out:
Gustav's linked to the Shmups Forum hi score thread
although I'm not sure what he's saying :D
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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Sat Jun 11, 2011 8:39 pm 


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There's no gamepad support? It's keyboard only?


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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Sat Jun 11, 2011 8:45 pm 


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MauJustice wrote:
There's no gamepad support? It's keyboard only?

Joy2key is the answer to everything!!!!
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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Mon Jun 13, 2011 5:09 am 


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mjclark wrote:
MauJustice wrote:
There's no gamepad support? It's keyboard only?

Joy2key is the answer to everything!!!!

If you have problems with Joy2Key, Xpadder 5.3 is the way to go. Newer versions are sold at a price though they're just as good if not better.
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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Fri Nov 11, 2011 12:58 am 


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Dunno why everyone missed this.

Ketsui in Paint?
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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Fri Nov 11, 2011 2:33 am 


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I lol'ed watching the hand drawn water, buildings, and trees. Wonder what the title and menu selection screens would turn out to be.
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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Fri Nov 11, 2011 3:49 am 


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Gustav always cracks me up =). Such an amazing sense of humor.


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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Fri Nov 11, 2011 4:59 am 


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Mite b cool if scoring actually matters outside of the final stage this time. Also looks better than Death Label 8)
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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Fri Nov 11, 2011 9:11 am 


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RNGmaster wrote:

More awesomeness :D
I messaged Gustav about Odd Mobs Arrange when the YouTube video came out and he said it will soon be available for general download as per the YouTube comments. Still eagerly waiting for Radiant Silver Bullet too eh?
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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Fri Nov 11, 2011 10:04 am 


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mjclark wrote:
RNGmaster wrote:

More awesomeness :D
I messaged Gustav about Odd Mobs Arrange when the YouTube video came out and he said it will soon be available for general download as per the YouTube comments. Still eagerly waiting for Radiant Silver Bullet too eh?

Is the graphics going to be final?

Looking forward to trying this out and putting the game to the test - and same goes for Radiant Silverbullet when it happens. :P
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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Fri Nov 11, 2011 2:15 pm 



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Damn, this "Ketsui Sweets" rocks ! :D

When Cave gets broke, they'll know who to call to make games on a budget.
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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Fri Nov 11, 2011 4:39 pm 


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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Sun Nov 13, 2011 1:05 pm 


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I can't believe he managed to make the 'giant 5 cubes distracting you while flying into your face' even more annoying.

During the boss fight you can hardly even see the bullets over all the goddamn cubes.


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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Sun Dec 11, 2011 3:01 pm 


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Odd Mobs ZERO: Arrange is out!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
http://marhite.tistory.com/344
Lol- it's like Ketsui and Milestone had a baby.
There's "P"s to launch as well as bombs but not sure what they do- there's a tutorial so perhaps Korean speakers could explain.

Also, if previous releases have been anything to go by, there'll be a few revisions before a fully fixed stable version so I'll wait til then before adding this game to the hi score thread...
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Last edited by mjclark on Sun Dec 11, 2011 10:52 pm, edited 1 time in total.

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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Sun Dec 11, 2011 5:14 pm 


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This is brilliant. Seriously, it is amazing.

The Ps just seem to cancel bullets into items but I've basically forgotten Korean so I can't really help with the tutorial. Maybe if no one else explains it and I have time to go through it with a dictionary tomorrow.
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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Mon Dec 12, 2011 11:08 am 


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The only bug I've noticed is when you exit, reporting a "program has encountered a problem and needs to close" implying he's forgotten to free the sound engine again.

You're right about this going through a few revisions though, Death Mode is missing and the text displayed says it'll be added soon implying that there will be a patch release that includes it. That being said Gustav's done a lot better than usual and this is quite impressive.

Has anyone figured out the conditions for the second loop? I beat the game and didn't get there nor did I see "Bil-VAC" the Evaccaneer DOOM parody.

EDIT: Actually the control scheme is a bitch to get used to and the best I can get is around 26 million, I'm not sure whether using normal shot (A button) or lock shot (Z button) actually makes any difference in the long run though I think it behaves pretty true to Ketsui, so maybe it's just me needing to learn2play. :P
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Last edited by BPzeBanshee on Mon Dec 12, 2011 12:15 pm, edited 1 time in total.

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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Mon Dec 12, 2011 11:48 am 



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Guys, i translated system part(essential part only, and bad translation :cry: )

-
Keys

Z key - Lock-on shot(Like Ketsui?)
X key - Launch bomb. Enemy bullets transform Red cubes. it costs one B.
C key - Use Hyper. Enemy Bullets Transform 5 cubes at moment. it costs one P
A key - Spread shot

Get Hyper : stage clear or kills 100 enemy

-
fighter type

Bomb type(left side) : start with 3 bombs. stage clear bonus is 2 hyper and 1 bomb.
Hyper type(right side) : faster than bomb type. no bombs. start with 6 hypers. if you use hyper or in-fight, you get 10 cubes.(in field! you can get a lot of 10 cubes!). if you clear the stage. hyper stock initialize by 6! Use hyper!

-
extend?

score extend : 500000 , 5000000 and 10000000
stage extend : stage 3 and 5(mid-boss, you need qualification?)

if you get extend. hyper activate(bullets -> Cubes) immediately. it has no cost. extend bonus :)

-
score system

you can get cubes from kills enemy(you can get high level cubes if you get near to enemy.)
lose your life, or use bomb. you get red cubes. red cubes minus your cube counter.
fight with boss. you can get cubes at 3*n hits(you can get 10 cubes!). and you can get point equal as kill counter at 1*n hit.

when stage clear. you get clear bonus. cube counter*kill counter/10(2nd loop:5)

-
2nd loop

you can enter 2nd loop when your miss count ≤ 1

no red cubes.
enemy patterns improve(less safe-zone!). attacks more intensity


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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Mon Dec 12, 2011 12:18 pm 


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Thanks for that. So basically I have to lose no more than one life to hit second loop and avoid autobombing (duh) + what I've already been doing to get more score.

Wouldn't have guessed the P thing was a hyper. It doesn't really do anything beside cancelling bullets. Maybe he'll change this next release.
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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Mon Dec 12, 2011 3:34 pm 


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RNGmaster wrote:


Hmm...looks kind of like a Milestone game. :wink:
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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Mon Dec 12, 2011 9:05 pm 



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HUGE TEXTDUMP AGAIN HURRRRR
I was too lazy to translate the story but okay hurr

Some parts of the menual have been updated in accordance to the game (especially the hyper part)
I also translated the achievements, but some of them are inside jokes and people here would most likely not get them, so I changed a few
I tried to keep it true to the original though

believe me, I did


-------------------------------------------------------------------

Odd Mobs Zero
小怪奇 Arrange ~政獄たち~



- Index -

1. Story

2. Control

3. Ship Types

4. Extend

5. Scoring System

6. Game Modes

7. Ect.

8. Cheats



1. Story



2. Control

Arrow keys (→←↑↓) - Controls the ship.

Z - Fires lock-on missiles.

A - Autofires spread-type missiles.

X - Fires a bomb that inflicts damage on the entire screen.

C - Uses hypers. The 'P's on the lower-right side of the screen indicates how many are in stock. When
used, turns all bullets currently on screen to 5/10 chips. Hypers are added after 100/50 kills for type
A and B, respectively, or by clearing a stage.

SHIFT - Slows down your ship.


3. Ship Types

Bomb Type (Beginner)

Starts with 3 lives/3 bombs/3 hypers
1 bomb/2 hypers added after clearing a stage
Maximum of 6 hypers
Hypers give 5 chips
Mid ship speed


Hyper Type (Expert)

Starts with 3 lives/0 bombs/6 hypers
No bombs. Hypers set to 6 after each stage/after a miss.
Maximum of 9 hypers
All 5 chips are turned into 10 chips
Mid-fast ship speed


4. Extend

500000 pts ex
5000000 pts ex
10000000 pts ex

Extends given at stage 3/5 mid-bosses with certain requirements

Extends also cancel all bullets onscreen to 5/10 chips (like a hyper!)


5. Scoring System

Destroy enemies to gain numbered chips. (Chip # increases as you destroy them in closer proximity)

Deaths/Autobombs spawn red chips, which decrease your chip counter.

A chip is given every 3 missiles you hit the stage boss with. Each missile your ship fires adds current kill count to score.

Each stage cleared grants you (counter*kill)/10 (divided by 5 on the second loop) points as a clear bonus.

Large enemy ships converts bullets into chips when destroyed.



Achivements


1. Air Dominance Helicopter Bull Toad
- Destroy the 1st stage boss

2. Tactical Arsenal Vehicle Minotaur
- Destroy the 2nd stage boss

3. Land Attack Battleship Hydro Stalker
- Destroy the 3rd stage boss

4.Combat Vehicle Golden Scutum
- Destroy the 4th stage boss

5. Mobile Fortress VATSUCCANEER
- Destroy the 5th stage boss

6. FUCK☆YOU
- Ang? You like that continue screen huh? Huh?

7. The Trinity of 'VATSUG' Bil-VAC
- Destroy the true last boss

8. Game is nothing...
- Get a game over 10 times

9. Die, maggot
- Unlock the 2nd loop

10. I'M 12 AND WHAT IS THIS I DON'T EVEN
- Over 100 playcounts

11. @ +yp3 r 4 n00bz lolololol!!!1!111!oneoneone!
- Clear the 1st loop with B type

12. Twin Heavy Tank Ini&Gem
- Die on the 2nd stage midboss

13. V/STOL Assault Carrier Katar
- Die on the 3rd stage midboss

14. Cliff Defender Guinness
- Die on the 4th stage midboss

15. Heavy Anti-Air Cannon Guardian Artillery
- Die on the 5th stage midboss

16. Terrible, terrible boss fights
- Get 1111 1 chips

17. Second best... nope.
- Get 2222 2 chips

18. Miniscule Anti-air Ultimate Hyper Cannon Gustav's Third Leg
- Get 3333 3 chips

19. Four is death
- Get 死死死死 死 chips

20. Dickwag December, bitches
- Get 10000 5/10 chips

21. This is not Touhou

22. What a waste of life
- Get 3 misses in one stage

23. You're just a chip dispensing machine!
- Destroy 2000 enemies

24. Bull $#!+
- Get to Bull Toad's 2nd pattern at a specific position

25. You cheap bastard
- Destroy Katar at a specific position

26. I always destroy midbosses, but when I don't...
- Self-destruct Guinness

27. I. AM. THESEUS!
- Destroy Minotaur 10 times

28. Weak VATSUCCANEER! Wrong is this is!
- That the VATSUCCANEER destroyed is more than 25 or more times

29. When fighting is sure to result in victory...
- Have 4 or more ships in stock when facing Bil-VAC

30. I like men
- A type playcounts are greater than B type playcounts by 20 or more

31. Drunk piloting
- Die on the 死th stage's midboss

32. GIRL = Guy In Real Life
- Play B type 5 or more times

33. What were the controls again
- Die after starting the game

34. The C key actually works this time
- Clear stage 1 without using a hyper

35. Starcraft, (REDACTED) style
- Kamikaze into a boss

36. BE(非) Violence Mode
- Clear stage 1 with 0 kills (excluding boss)

37. Christmas time is Odd Mobs time
- Open Odd Mobs Zero on Christmas

38. What the hell oh god no
- Activate a bomb and a hyper simultaneously

39. Unknow
- Unknow

40. Unknow
- Unknow


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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Wed Dec 14, 2011 3:38 am 


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This is the greatest thing :D Only major problem I have is with the control scheme, which makes it really awkward to try and use the spread shot at the moment. It would be better if it were switched with the bomb button, or then maybe the bomb was bound to space (or if the keys were just made rebind-able).

The B-Type ship also appears to get an extra bonus at the end of a stage based on number of hypers in stock (happens when the sound bite plays and they get refilled).
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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Thu Dec 15, 2011 11:26 pm 


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As expected first update for OMZA is out (get the link on the original download page) taking us to v1.111.
Still no Death Mode but yeahhhh this is grrrreeeeattttt :D
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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Fri Dec 16, 2011 10:40 am 


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i glanced through the thread and it seems there's quite some trouble with running the games. could somebody post a summary of the games that are at playable versions and if there's some kind of unicode language needed to play them?
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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Fri Dec 16, 2011 2:51 pm 


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ryu wrote:
i glanced through the thread and it seems there's quite some trouble with running the games. could somebody post a summary of the games that are at playable versions and if there's some kind of unicode language needed to play them?


OMZA worked fine for me on Windows 7 straight out of the box and the latest versions of Rainbow Rabel- eXtra and DTP DMO DSGR (get the links from hi score thread: here) should also do the same but make sure you have East Asian language packs installed. There's no joypad support but Joy2Key or Xpadder will do the trick there.
The link for Odd Mobs has been taken down, BP tells me due to legal/political issues in Korea, but that's what PMs are for :wink:
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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Fri Dec 16, 2011 3:20 pm 


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mjclark wrote:
The link for Odd Mobs has been taken down, BP tells me due to legal/political issues in Korea,
Daz nah coo :( I'd better nab Rainbow and DSG Rabel now in case they disappear as well.
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 Post subject: Re: Dotonpachi (and Gustav's Other Scary Games)
PostPosted: Fri Dec 16, 2011 3:26 pm 


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OMZA added to Hi Score Thread
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